saindd Posted May 1, 2015 Share Posted May 1, 2015 I went through the FPS tutorial by GarageGames but i wasn't able to find any docs on enemy AI. I wanted something very simple: a zombie that follows the player and melee attacks him. Do i have to generate a navmesh, like in Unity, or is it pure, using A*? Is there something built into the engine for this?Also, how do i make the AI networked? So another player in the server can also kill him. Quote Link to comment Share on other sites More sharing options...
rlranft Posted May 1, 2015 Share Posted May 1, 2015 Start with the RTS Prototype - that'll get you making AIPlayer objects that you can control. http://www.roostertailgames.com/TorqueRef/content/documentation/Scripting/Advanced/RTSPrototype.htmlAlso, look at the AI Tutorial scripts : https://github.com/RichardRanft/AITutorial - they'll show you one way to make your units think, attack, work in teams, and communicate.Recast/Detour is built into T3D - so you have a nav-mesh available if you need smarter pathfinding. The way the tutorials are set up the units will run into stuff and get stuck sometimes, but if you generate a nav-mesh and use it to generate paths, then tell the units to follow those paths, you'll be good to go.AIPlayer is networked automatically - you create the unit on the server and everyone sees it. It's magic (unless you really want to spend some time reading networking code....). Quote Link to comment Share on other sites More sharing options...
Johxz Posted May 2, 2015 Share Posted May 2, 2015 And you have this... how can I start with AI on T3D? http://forums.torque3d.org/viewtopic.php?f=12&t=161 Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted May 4, 2015 Share Posted May 4, 2015 This guy made the most basic of Zombie AI. http://www.imjustacoffeefilter.com/zombiechase.htm Quote Link to comment Share on other sites More sharing options...
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